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Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract". * Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions. * Converted a large amount of classes from "abstract" to "virtual" where it makes sense. Most classes that make sense have been converted. Missing: * Physics servers * VideoStream * Script* classes. which will go in a separate PR due to the complexity involved.
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90 changed files with 1075 additions and 272 deletions
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@ -166,20 +166,20 @@ void GPUParticles3DEditorBase::_node_selected(const NodePath &p_path) {
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return;
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}
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VisualInstance3D *vi = Object::cast_to<VisualInstance3D>(sel);
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if (!vi) {
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MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(sel);
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if (!mi || mi->get_mesh().is_null()) {
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EditorNode::get_singleton()->show_warning(vformat(TTR("\"%s\" doesn't contain geometry."), sel->get_name()));
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return;
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}
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geometry = vi->get_faces(VisualInstance3D::FACES_SOLID);
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geometry = mi->get_mesh()->get_faces();
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if (geometry.size() == 0) {
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EditorNode::get_singleton()->show_warning(vformat(TTR("\"%s\" doesn't contain face geometry."), sel->get_name()));
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return;
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}
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Transform3D geom_xform = base_node->get_global_transform().affine_inverse() * vi->get_global_transform();
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Transform3D geom_xform = base_node->get_global_transform().affine_inverse() * mi->get_global_transform();
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int gc = geometry.size();
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Face3 *w = geometry.ptrw();
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